spawnPhysicsForVehicle
Definition
-- @/lua/ge/extensions/core/vehicle/manager.lua:68
local function spawnPhysicsForVehicle(objID, vehicleObj, vehicleBundle)
if not objID then
objID = be:getPlayerVehicleID(0)
end
local _vehicleBundle = vehicleBundle or vehicles[objID]
if not vehicleObj or not _vehicleBundle then
vehicleObj = scenetree.findObject(objID)
if not vehicleObj then return end
end
if not _vehicleBundle or not _vehicleBundle.vdata then
-- send an empty vehicle bundle to the physics engine to avoid stale data
_vehicleBundle = {vdata = {}, config = {}}
end
profilerPushEvent('serialize')
-- do not send everything, filter some UI things that are not required
local vehicleBundleDataString = lpack.encode({
vdata = _vehicleBundle.vdata,
config = _vehicleBundle.config,
})
profilerPopEvent('serialize')
local luaVMType = 0 -- 0 = vehicle, 1 = object pool, 2 = none
profilerPushEvent('spawnPhysics')
vehicleObj:spawnPhysics(vehicleBundleDataString or '', luaVMType)
profilerPopEvent('spawnPhysics')
end
Callers
@/lua/ge/extensions/core/vehicle/manager.lua
if spawnPhysics then
spawnPhysicsForVehicle(objID, vehicleObj, vehicleBundle)
end